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Eladrin Fey Warlock 1st Lvl Build; Thoughts/Errors?
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<blockquote data-quote="Family" data-source="post: 4274179" data-attributes="member: 65014"><p>Initiative: +1 (+1 dex)</p><p>Max Hit Points: 28hp (+5 feat)</p><p>Bloodied: 14hp</p><p>Healing: 7hp</p><p>Surges: 6 </p><p>Movement: 6</p><p>Vision: Lowlight</p><p></p><p>AC: 15 (+2 armor)</p><p>Fort: 10</p><p>Ref: 14 (+1 class)</p><p>Will: 16 (+1 class, +1 race)</p><p>+5 vs charm effects</p><p></p><p>+0 Str: 10</p><p>+0 Con: 11</p><p>+1 Dex: 12 (+2 race)</p><p>+3 Int: 16 (+2 race)</p><p>-1 Wis: 8</p><p>+4 Cha: 18</p><p></p><p>SKILLS:</p><p>1 Acrobatics DEX</p><p>10 Arcana INT (+5 trnd, +2 race)</p><p>0 Athletics STR</p><p>9 Bluff CHA (+5 trnd)</p><p>9 Diplomacy CHA (+5 trnd) </p><p>0 Dungeoneering WIS </p><p>0 Endurance CON</p><p>0 Heal WIS </p><p>5 History INT (+2 race) </p><p>0 Insight WIS </p><p>9 Intimidate CHA (+5 trnd)</p><p>0 Nature WIS </p><p>0 Perception WIS </p><p>3 Religion INT </p><p>1 Stealth DEX</p><p>9 Streetwise CHA (+5 trnd)</p><p>1 Thievery DEX</p><p></p><p>Languages: Common, Elven.</p><p>Proficiencies: simple melee & ranged, cloth & leather armor, longswords, rods & wands.</p><p></p><p>Gold: 45g Silver: 0s</p><p>Equipment: 57lbs / 100lbs </p><p>-Leather Armor +2 AC, 15lbs</p><p>-Longsword, +3, 1d8 (+1 two handed), 4lbs</p><p>-SAK: 33lbs</p><p></p><p>Feats:</p><p>Toughness: +5hp in each 10 levels of play.</p><p></p><p>Race & Class Features: </p><p>-Fey Origin: You are considered a fey.</p><p>-Trance: You spend 4 hours for rest and are aware of your surroundings.</p><p>-Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.</p><p>-Shadow Walk: On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.</p><p>-Warlock’s Curse: 1d6</p><p>Once per turn as a minor action, you can place a warlock’s curse on the enemy nearest to you that you can see. If you damage a cursed enemy, you can deal it extra damage once this round.</p><p>A warlock’s curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.</p><p>-Misty Step: When an enemy under your warlock’s curse is reduced to 0hp, you can teleport 3 squares as a free action.</p><p></p><p>AT WILL POWERS:</p><p>Eldritch Blast </p><p>Arcane, Implement</p><p>Standard Action, Ranged 10</p><p>Target: One creature</p><p>Attack: +4 (Cha) vs. Reflex</p><p>Hit: 1d10 +4 (Cha) damage.</p><p>Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.</p><p></p><p>Eyebite</p><p>Arcane, Charm, Implement, Psychic</p><p>Standard Action, Ranged 10</p><p>Target: One creature</p><p>Attack: +4 (Cha) vs. Will</p><p>Hit: 1d6 +4 (Cha) psychic damage, and you are invisible to the target until the start of your next turn. </p><p></p><p>ENCOUNTER POWERS:</p><p>Fey Step:</p><p>Teleportation</p><p>Move Action, Personal</p><p>Effect: Teleport up to 5 squares</p><p></p><p>Witchfire:</p><p>Arcane, Fire, Implement</p><p>Standard Action, Ranged 10</p><p>Target: One creature</p><p>Attack: +4 (Cha) vs. Reflex</p><p>Hit: 2d6 +4 (Cha) fire damage, and the target takes a –5 (2+Int) penalty to attack rolls until the end of your next turn.</p><p></p><p>DAILY POWERS:</p><p>Curse of the Dark Dream</p><p>Arcane, Charm, Implement, Psychic</p><p>Standard Action, Ranged 10</p><p>Target: One creature</p><p>Attack: +4 (Cha) vs. Will</p><p>Hit: 3d8 +4 (Cha) psychic damage, and you slide the target 3 squares.</p><p>Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).</p><p></p><p>My husband is switching our gaming night from the characters that came with the Keep on the Shadowfell to ones we made. So I'm hoping this is a nice clean starting place.</p></blockquote><p></p>
[QUOTE="Family, post: 4274179, member: 65014"] Initiative: +1 (+1 dex) Max Hit Points: 28hp (+5 feat) Bloodied: 14hp Healing: 7hp Surges: 6 Movement: 6 Vision: Lowlight AC: 15 (+2 armor) Fort: 10 Ref: 14 (+1 class) Will: 16 (+1 class, +1 race) +5 vs charm effects +0 Str: 10 +0 Con: 11 +1 Dex: 12 (+2 race) +3 Int: 16 (+2 race) -1 Wis: 8 +4 Cha: 18 SKILLS: 1 Acrobatics DEX 10 Arcana INT (+5 trnd, +2 race) 0 Athletics STR 9 Bluff CHA (+5 trnd) 9 Diplomacy CHA (+5 trnd) 0 Dungeoneering WIS 0 Endurance CON 0 Heal WIS 5 History INT (+2 race) 0 Insight WIS 9 Intimidate CHA (+5 trnd) 0 Nature WIS 0 Perception WIS 3 Religion INT 1 Stealth DEX 9 Streetwise CHA (+5 trnd) 1 Thievery DEX Languages: Common, Elven. Proficiencies: simple melee & ranged, cloth & leather armor, longswords, rods & wands. Gold: 45g Silver: 0s Equipment: 57lbs / 100lbs -Leather Armor +2 AC, 15lbs -Longsword, +3, 1d8 (+1 two handed), 4lbs -SAK: 33lbs Feats: Toughness: +5hp in each 10 levels of play. Race & Class Features: -Fey Origin: You are considered a fey. -Trance: You spend 4 hours for rest and are aware of your surroundings. -Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. -Shadow Walk: On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn. -Warlock’s Curse: 1d6 Once per turn as a minor action, you can place a warlock’s curse on the enemy nearest to you that you can see. If you damage a cursed enemy, you can deal it extra damage once this round. A warlock’s curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. -Misty Step: When an enemy under your warlock’s curse is reduced to 0hp, you can teleport 3 squares as a free action. AT WILL POWERS: Eldritch Blast Arcane, Implement Standard Action, Ranged 10 Target: One creature Attack: +4 (Cha) vs. Reflex Hit: 1d10 +4 (Cha) damage. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Eyebite Arcane, Charm, Implement, Psychic Standard Action, Ranged 10 Target: One creature Attack: +4 (Cha) vs. Will Hit: 1d6 +4 (Cha) psychic damage, and you are invisible to the target until the start of your next turn. ENCOUNTER POWERS: Fey Step: Teleportation Move Action, Personal Effect: Teleport up to 5 squares Witchfire: Arcane, Fire, Implement Standard Action, Ranged 10 Target: One creature Attack: +4 (Cha) vs. Reflex Hit: 2d6 +4 (Cha) fire damage, and the target takes a –5 (2+Int) penalty to attack rolls until the end of your next turn. DAILY POWERS: Curse of the Dark Dream Arcane, Charm, Implement, Psychic Standard Action, Ranged 10 Target: One creature Attack: +4 (Cha) vs. Will Hit: 3d8 +4 (Cha) psychic damage, and you slide the target 3 squares. Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends). My husband is switching our gaming night from the characters that came with the Keep on the Shadowfell to ones we made. So I'm hoping this is a nice clean starting place. [/QUOTE]
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Eladrin Fey Warlock 1st Lvl Build; Thoughts/Errors?
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